This week, the team chats about one of the new lore ‘booklets’ introduced in Destiny 2: Ghost Stories. In similar fashion to the Drifter’s Gambit episode, this episode mostly focuses on a high level analysis of the new entries – though there are some good theories and thoughts from the team as we explore the information.

Please note that full show notes are now, at the request of the community, being posted over on www.focusedfirechat.com!

This week, the team takes a quick glance at the world of Cyberpunk 2077 universe. As a part of that conversation, we also delve into the overall genre of cyberpunk and the history of the Cyberpunk series – so there’s quite a bit to unpack!

Please note that full show notes are now, at the request of the community, being posted over on www.focusedfirechat.com!

]]>https://thelorenetwork.com/2018/10/08/extra-lore-31-cyberpunk-2077/feed/0456Ab Intra: Warlockhttps://thelorenetwork.com/2018/09/17/ab-intra-warlock/
https://thelorenetwork.com/2018/09/17/ab-intra-warlock/#respondMon, 17 Sep 2018 14:00:01 +0000https://thelorenetwork.com/?p=451In the previous article, we looked at the strong focus of the Honor – Shame dichotomy found within the Titan class of Destiny’s Guardians. As in that article, I want to make the point that, as with our own personalities in reality, the Guardian Classes don’t necessarily fall perfectly into these categories. It’s actually through this ‘muddying’ of their presentation that the characters in Destiny are given a more acute sense of complexity and reality. People are unique in their individual combination of psychology – and the dichotomies of paradigms is merely one facet of the gem.

That all being said, the intent here is to take a closer look at the Warlocks of Destiny and their focus on the Guilt – Innocence dichotomy.

Guilt – Innocence Dichotomy

This paradigm focuses on deductive reasoning, cause and effect, posing good questions, and the overall process. Issues are perceived as black and white – communication is generally direct and often blunt. In this worldview, written contracts are viewed as being paramount and generally ultimately binding. It is often seen in reality in the rules of law – something very predominate in most Western societies – where a body of government sets boundaries, within which individuals are free to operate as they see fit. However, while these boundaries are continuously being redefined and negotiated, they are still external standards by which all individuals are expected to conform their actions to. It is from this sense that any action taken that breaks those boundaries is seen as a marker of guilt – regardless of how the individual feels about the action. Thus, the primary goal for individuals within this paradigm is to maintain or achieve a state of ‘innocence’.

Psychology of a Warlock

“We have found new ways to weaponize curiosity. Pathways into the darkness”

This classification of Guardians is one that sees the protection of the Last City and the survival of Humanity as important, but only because they allow for the continuation of their pursuit of the truth. For this pursuit is really what drives these Guardians – this is the why and the how of their existence. Life is, to a Warlock, not well worth living if there is no end in sight, no secret to discover or lesson to be learned. They truly do wish to see Earth brought back to its original glory, and as a general group, see that as being achievable only through the understanding of the secrets of its past.

It is here that we see an underlying connection to the dichotomy of Guilt – Innocence. Not only are the Warlocks in Destiny very often described as being the most learned of the classes, but they also tend to be the class seen as the most “civilized.” However, they are also the ones which are commonly seen as being those who transgress into heretical themes (studying the Darkness, thanatology, Ahamkara-lore, and debates which result in the splitting of many upon ideological lines). Even here, we see examples of the bluntness of the Warlocks (Toland’s famous quote of nearly driving himself to the edge of madness to explain a simple truth comes to mind) and an emphasis on the words spoken rather than the identity of the speaker (as seen in the Code Fire helms, which state that “The ceremonial hoods of the first Warlocks directed attention to their words rather than their identities”).

These are the teachers of the Guardian ranks, the instructors and bearers of the light of knowledge and education. However, just as we see variations in our own teachers of the world today, there are differences in the underlying approach of individual Warlocks, as well as a differing view on the important aspects of reality needing to be examined and defined.

Psychology of the Sunsinger

These are the Warlocks who seek to be guides and protectors against the loss of civilization – they seek to bring the light of understanding into the darkness to drive away and defeat ignorance. Sunsingers are those who seek to understand in order to teach – they are the Guardians who seek to consume information about their world. They wish to be consumed by that knowledge, to be radiant beacons of understanding that allow them to then bolster those around them, lifting them to heights beyond what they would be able to achieve alone.

This variant of the Sunsinger, introduced in Destiny 2, brings more emphasis on the relationship between the teacher and student. The focus shifts from a generic understanding seen in the Sunsinger’s presentation to that of a model of learning by doing…and the difficulty of having to discover how to do something on your own. Even in situations of having a one on one relationship with an instructor or mentor, the student has to undergo the struggle of discovering for themselves how to manifest understanding of a topic. One can only take another so far – at some point, the student must stand for themselves. The nestling must spread their own wings and fly for themselves.

Psychology of the Voidwalker

“Those who have stared into the Void are not bound by the laws of space and time.”

These are the Warlocks who tear reality apart – not in some brazen display of destructive euphoria – but rather in order to come to a higher level of understanding. Through the deconstruction of the whole, they are able to examine the pieces which make up that object – allowing a closer examination of those pieces. Voidwalkers are those who shun the old paradigms and the view of how things have always been understood in order to explore new paths. They invent through deconstructionism; create through destruction.

Psychology of the Stormcaller

These are the Warlocks who walk the line between the previous two variants – the Guardians who are balanced upon the knife’s edge between the passionate drive to consume knowledge and the cold calmness of analysis. Stormcallers exhibit a balance that shows their view of seeking understanding through exploration of the reality they exist within – not through destruction, but through becoming a conduit of the information they seek. This is where their comprehension stems from – not from consumption or deconstruction, but through the balance of both. They view the locus of power as being achieved not through the choice of the storm or the calm, but rather in the delicate balance acquired when both are present.

In Conclusion

To reiterate, just as with our personalities in reality, Guardians are not simply one of the three dichotomies discussed in this little series. They are a unique combination of the paradigms – sometimes a combination that is made evident in their associations with particular sub-classes over others. The average Warlock does tend to align with the Guilt – Innocence dichotomy, but this isn’t to say that there aren’t degrees of Honor – Shame or Power – Fear.

Ultimately, the question we always want to look at answering is: when you look at the world around you – what do you see?

Ut humiliter opinor,

Blue

]]>https://thelorenetwork.com/2018/09/17/ab-intra-warlock/feed/0451Tolkien’s Epic Fantasy I: The Crafts of Ardahttps://thelorenetwork.com/2018/08/31/tolkiens-epic-fantasy-i-the-crafts-of-arda/
https://thelorenetwork.com/2018/08/31/tolkiens-epic-fantasy-i-the-crafts-of-arda/#respondFri, 31 Aug 2018 14:00:51 +0000https://thelorenetwork.com/?p=430The legendarium created by J.R.R. Tolkien is one of, if not, the most daunting fantasy world in history. Amidst a realm of elves, dwarves, dark lords, heavenly spirits, giant eagles, and walking trees are a number of marvelous works of craftsmanship, some of which greatly influenced the history of Tolkien’s epic fantasy. Most readers are only familiar with The Lord of the Rings and The Hobbit, with few other aware of The Silmarillion, yet the depth of Tolkien’s mythopoeia is vast. Not only does it include all previously mentioned works, but also the twelve volume Histories of Middle-Earth, which details Professor Tolkien’s creative process in some of the early drafts of The Silmarillion, The Lord of the Rings, and other relative works.

As a devout catholic, Tolkien understood the significance of sacred relics and the hallowed ground from which miracles took place. In addition, he was a linguist and literary scholar, analyzing modes of storytelling through language and history. Thus, it should come as no surprise that Tolkien would incorporate these devices into his epic fantasy. With that said, we are going to briefly examine the natures and histories of the most impactful artifacts of Tolkien’s Middle-Earth mythology. In doing so, I hope to entice many of you to begin or resume your deep dive into the world of J.R.R. Tolkien’s magnum opus.

The Two Lamps of Arda

“And since, when the fires were subdued or buried beneath the primeval hills, there was need of light, Aulë at the prayer of Yavanna wrought two mighty lamps for the lighting of Middle-Earth which he had built amid the encircling sea.” (Of the Beginning of Days, The Silmarillion)

Following the creation of the world, divine-beings known as the Valar gathered the veiling luminescence of Arda (the world) and created two great lamps. Named Illuim (“sky-blue”) and Ormal (“high-gold”), each Lamp was placed atop a tower at the northern and southern ends of the primeval world by Aulë the Smith. The Queen of the Valar, Varda, filled them with light as Manwë, her husband and king, hallowed them. The Two Lamps became the first sources of light in Arda. Thus, this period was known as the “Years of the Lamps”.

The hateful Melkor, however, disrupted the order of the world with a great catastrophe. He toppled the Two Lamps and, along with the ensuing war between him and the other Valar, utterly changed the world forever. As the destruction of the lamps scorched the world, whole continents were broken apart and land masses torn asunder, creating two inland seas. Cuiviénen, the shore from which the First Children of Ilúvatar (Elves) would awoken, was created at this time. Yet the original island home of the Valar, Almaren, was completely destroyed, forcing them to build their new home on a far island to the west (Valinor).

The destruction of Arda and its evil corruption by Melkor is known to the Elves as Arda Marred.

Arda Marred refers to the flawed, corrupted world created by Melkor’s arrival and influence. Its opposite, Arda Unmarred, refers to the perfect world produced by Eru Ilúvatar (God) during the creation of the universe (the Music of the Ainur).

The Two Trees of Valinor

“And as they watched, upon the mound there came forth two slender shoots; and silence was over all the world in that hour, nor was there any other sound save the chanting of Yavanna.” (Of the Beginning of Days, The Silmarillion)

With the destruction of the Two Lamps, the world was once-again made dim and the Valar scrambled to restore the light. As Nienna the Weeper water the soil with her tears, Yavanna the Gardener sang into existence two trees that sat atop a hill in Valinor–Telperion the Silver and Laurelin the Gold. The silver dew from Telperion became a source of water and of light in Arda, while Varda collected the golden dew from Laurelin and created the stars. Thus began the “Years of the Two Trees”.

Soon, the First Children of Ilúvatar awakened. With great eagerness, the Valar brought three ambassadors of the Elves from Cuiviénen to Valinor so that they might be convinced to live amongst them. The sight of the Two Trees had a profound effect on the ambassadors, who then returned to their kindred with the choice of leaving or remaining in Middle-Earth. Many Elves chose to leave the shores of Cuiviénen and live among the light of the Two Trees; others refused the call or were unable to complete their journey westward. This led to a fundamental distinction between the Elves: the Calaquendi (Elves of Light) were those who saw the light of the Trees; the Moriquendi (Elves of Darkness) were those who remained in Middle-Earth and never witness the light of the Trees. As the Calaquendi became exposed to the Light of Valinor through the Two Trees, they became far more superior to the Moriquendi in all manner of skill and knowledge.

There are many different divisions of Elves in Tolkien’s legendarium. The original clans of Cuiviénen were the Vanyar, the Noldor, and the Teleri. The Elves that refused to make the Great Journey were known as the Avari (“the Unwilling”). There were Elves of the Teleri that began their journey west, but were either left behind by their kindred or instead chose to turn southward and ignore the Valar. These groups became the Sindar (or Eglath “the Forsaken”) and the Nandor (“those who turn back”). The Sindar are also sometimes referred to as the “Elves of Twilight” as their King Thingol was among the ambassadors at Valinor.

Unbeknownst to everyone, Melkor, who was being kept under watch in Valinor following the First War, began sowing dissension amongst the Elves. He spread lies about the jealousy of the Valar and cryptic rumors concerning the Second Children of Ilúvatar (Men), leading many to question the powers of Valinor. Seething with hatred for the Elves and jealousy over Arda, Melkor allied himself with the Maiar-arachnomorph Ungoliant, who consumed light, to kill the Two Trees and destroy the peace of Valinor. The destruction of the Two Trees by Ungoliant and Melkor led to the Darkening of Valinor, an event which once again blacked the world. Yavanna and Nienna attempted to revive the Trees, but only one flower from Telperion and one fruit from Laurelin were salvaged.

The Maiar are an order of divine spirits (lesser Ainur) typically under the authority of the Valar (greater Ainur). Like the Valar, the Maiar can produce for themselves a physical form with which to interact with the world of Arda. Other Maiar include Melian, Sauron, the Balrogs, and the Istari (Wizards).

The silver flower and fiery fruit were later remade as the Moon and Sun of Arda, leading to the start of the First Age.

The Three Silmarils

“He stood now most often at the prow of Vingilot, and the Silmaril was bound upon his brow; and ever its light grew greater as they drew into the West.” (Of the Voyage of Eärendil and the War of Wrath, The Silmarillion)

The Silmarils were the most precious, most magnificent, and most hallowed jewels in all of Arda. They were crafted by Fëanor, the greatest of all the Elves, during the time of the Two Trees. It is believed that Fëanor was inspired to create the Silmarils after seeing the Light of Valinor caught in the hair of his niece Galadriel, which shone gold and silver. Thus, in their crafting, he managed to capture the Light within three gemstones. Varda hallowed them so that no mortal of evil intention or malicious force could hold them without being burned.

While the inhabitants of Valinor admired the Silmarils, Melkor lusted for them greatly and sought to disrupt the relationship between Fëanor and the Valar. Fëanor, growing increasingly jealous of the Silmarils, stored them from the world; but when Melkor and Ungoliant destroyed the Two Trees, it was only within the three jewels that the Light of Valinor remained. The Valar pleaded with Fëanor to allow the Silmarils to be destroyed in order to restore the Two Trees, but he refused, seeing their plight as signs of betrayal. Soon it was revealed that Melkor also raided Fëanor’s treasury and, having stolen the Silmarils, escaped to his fortress in Middle-Earth. Despite becoming afflicted with an incurable burn during the theft of the Silmarils, Melkor affixed them onto his iron crown. Fëanor, in wrath and hatred towards Melkor, cursed him with the name Morgoth and, along with his sons, swore a terrible oath to reclaim the Silmarils and throw down his enemy.

The Oath of Fëanor was an irrevocable swear, made in the name of Eru Ilúvatar, by Fëanor and his seven sons to never rest until they have reclaimed the Three Silmarils using whatever means necessary, be it from friend or foe. It precedes the Doom of Mandos which prophesied the evil deeds and sad fate of the Noldorin Elves supporting Fëanor.

The creation and theft of the Silmarils would eventually lead to another cataclysm in Arda, particularly in the Middle-Earth region of Beleriand. Fëanor led a host of Noldorin Elves to the shores of Valinor, where they butchered the Teleri in order to steal their ships and sail to back to Middle-Earth. This event is known as the First Kinslaying of the Elves. Morgoth, however, had anticipated Fëanor’s arrival and, soon thereafter, launched an assault on the Noldorin encampment. In his haste to retrieve the Silmarils, Fëanor, after having resisted Melkor for so long, callously launched a counter-attack on his enemy which ended in his own death. His seven sons, however, remained bound to the Oath of Fëanor.

As the First Age of Middle-Earth continued on, it happened that a mortal named Beren sought the hand of Luthien, daughter of Thingol, King of the Sindar. In order to obtain Lúthien’s hand in marriage, Beren was tasked with retrieving one of the Silmarils from the iron crown of Morgoth, although Thingol believed him too inferior to succeed. With the help of Huon, the Hound of Valinor, and Lúthien herself, Beren was able to complete his journey and presented Thingol with one of the reclaimed Silmarils. The Silmaril was placed on the dwarven pendant Nauglamír, but its presence stirred wickedness in the hearts of the dwarves. Thingol’s kingdom of Doriath was sacked by the dwarves of Nogrod, but Nauglamír was recovered by Beren and worn by Lúthien. Nauglamír was then passed to Dior, the son of Beren and Lúthien. He ruled as King of Doriath until the Second Kinslaying, where he was killed and Doriath was assaulted by Fëanor’s sons. Elwing, Dior’s daughter, escaped the ruins of Doriath, made her way to the Havens of Sirion. There she married Eärendil the Mariner.

The Quest for the Silmaril is among the greatest adventures of the First Age, alongside the Voyages of Eärendil, the details of the Quest are found in the elvish epic The Lay of Leithian. The epic substantially exists in English within volume III of The Histories of Middle-Earth titled The Lays of Beleriand.

Eärendil built a ship called Vingilótë and began to sail the seas west of Middle-Earth, leaving Elwing in the Havens. Fëanor’s remaining sons, however, learned of Elwing’s escape and razed the Havens of Sirion (the Third Kinslaying) to find and reclaim the Silmaril first stolen by Beren. With the Silmaril, Elwing jumped into the sea to escape, but she was rescued by the Valar Ulmo. The Lord of the Waters gave her the form of a white bird and placed the Silmaril within her breast. She flew towards Vingilótë and was reunited with Eärendil, who, after hearing of the Havens, sought the help of Valinor to end the reign of Morgoth.

Thus began the War of Wrath between Morgoth’s forces and the host of the Valar.

Eärendil, bearing the Silmaril on his brow, fought in the War of Wrath, sailing the newly-blessed Vingilótë through the skies and defeating Ancalagon the Black [dragon] in single combat. When Morgoth was finally defeated, the whole region of Beleriand was devastated and sunk under the sea. The two Silmarils that remained in his iron crown were collected by the Valar, but were promptly stolen by the last of Fëanor’s sons, having seized the opportunity. Their wickedness, however, incited the Silmarils to reject and burn them. Maedhros could not bear the burning of the Silmaril and cast himself, gripping the jewel, into the fiery pits of Middle-Earth; Maglor, equally incapable of bearing the pain, threw the another Silmaril into the Sea. The third Silmaril remained upon the brow of Eärendil as he continues to sail the skies over Valinor until the end of days.

It is said that after the Final Battle of the world the three Silmarils will be restored from land, sea, and sky. Fëanor will return from the Halls of Mandos (the Afterlife) to break open his three jewels, use the Light within them to restore the Two Trees of Valinor, and, in so doing, bring about a new start to the world.

The Road Goes Ever On . . .

]]>https://thelorenetwork.com/2018/08/31/tolkiens-epic-fantasy-i-the-crafts-of-arda/feed/0430Why You Need To Watch Voltron Season 6https://thelorenetwork.com/2018/06/12/why-you-need-to-watch-voltron-season-6/
https://thelorenetwork.com/2018/06/12/why-you-need-to-watch-voltron-season-6/#respondWed, 13 Jun 2018 03:59:34 +0000https://thelorenetwork.com/?p=382Take a Chance on this Loving Reboot By Netflix and DreamWorks

You know, when I say Vol, you say Tron?

Voltron?

Voltron’s here to chew bubblegum and kick a$$ and it’s all out of bubblegum.

If you haven’t seen Voltron Legendary Defender yet, well get ready to binge one of the most dynamic and well-executed reboots of a beloved cartoon to date. The classic show was a battle-focused cartoon about an alien princess and a team of human Paladin warriors fighting an evil empire with an amazingly powerful weapon of combining robotic lions, Voltron. (I know how it sounds, all right!)

It wasn’t particularly kid-friendly with character deaths, sexual innuendos, and violent fights, but all the more reasons it is so beloved by the Gen X-ers who saw the show when it debuted in Japan as Beast King GoLion in 1981, and the slightly more sanitized American Voltron: Defender of the Universe in 1984.

Maybe like me you were a fan of the original, awkward spankings and all (I want to know who animated those frames …><;). Or maybe you’ve just gotten an email from Netflix letting you know that the new season comes out June 15. Or maybe your kids are into it and you’ve heard snippets that leave you wondering what’s a quiznak anyway?

Lance, don’t use alien swears you don’t understand!

For real, VLD is the newest (and prettiest, thank you Studio Mir) All Your Colors Combined cartoon with a fresh face, fleshed out characters, and a panel of writers who are not afraid to shatter your expectations (and your heart, I’m still reeling from the season 2 finale, and parts of season 4).

You might be thinking, “But mochillama, why do I want to start watching a show I’ve never heard of that’s on its sixth season?”

That’s a very good question, reader, and I’m happy to answer it.

**Caution, from here on out there will be spoilies, in the words of Scott Aukerman.**

A Whole New Wooooooorld

If you’re a fan of the OG Voltron series, Beast King GoLion, you’re probably lovingly aware of its idiosyncrasies and general oddities. The heart of the show was simply the epic 80s Voltron transformation, formation of new weapons, and the blood-pumping (and repetitive) space battles with the Drule Empire.

The new show takes all of the beloved essentials of the show and upgrades them – Blazing Reboot style. We don’t get a dopey Zarkon cackling on his throne and narrating his every evil thought. We get an increasingly dehumanized (dealienized?) villain who has a compelling backstory and a fixation on the most powerful weapon in the universe.

The evil Haggar is a crone who creates Robeasts, monsters meant to destroy Voltron. Besides that all we know is that she likes cats, tormenting Princess Allura, and reminiscing on her former hot bod (don’t we all…).

Thinking: If I could turn back time…

In the reboot, we get a villain with backbone, whose cruelty is unparalleled — she manipulates living creatures, machines, the very life force of the universe, with no regard for anything except serving Zarkon’s goals. And as the seasons pass, we learn that she might not be in as much control of herself as she thinks she is…

And our archetypal color-coded team of heroes is not only modernized and fleshed out, but they’re a lot more fun. In Beast King GoLion, each of the paladins had a nickname to describe their very basic character. Akira/Keith was called Chief; the wise mentor, Shirogane, Quiet; the emotional ace pilot Lance, Moody, the soft-hearted muscle man Hunk, Hothead, and the science prodigy Pidge was Shorty.

Each of the new characters playfully riffs off their counterpart in the best of ways with some perfectly executed surprises. The dialogue is a lot more natural, and each character grows beyond their initial typecasting as the series progresses.

Some of the best parts of the show aren’t even really related to the main characters. The background animation is whimsically gorgeous and as our human heroes encounter new alien races and planets, you can see where the animation team had fun. Even the politics and dealings behind the scenes of the Galran empire are more intriguing than the original Drule iteration.

Plus there’s the loving tributes to classic anime of days long past. This team of creators grew up on the same variety of scifi, fantasy, and anime that we did and they love playing off those familiar themes as much as they enjoy dashing our expectations.

TFW you get scammed and buy fake Comicon tickets

High Stakes Plot Lines

I won’t go into spoiler territory too much in this blog, but there a few things about VLD that make it more than just another animated series. For one thing, the series has tackled issues like representation, family troubles, PTSD, and character growth gracefully and naturally. You’re not going to see modern issues shoe-horned in here. But you will see characters and their problems adapted to the times (you wouldn’t dream of spanking this woke Princess Allura).

She’s the one on the right laying out this huge robotic droid.

Also, if you haven’t seen GoLion, you may not be aware that someone on the team dies. (Don’t @ me, it came out almost forty years ago!) In Defender of the Universe, this death was sanitized and the character permanently left for the “space hospital” (with all the beloved family dogs that ever went to “live on a farm upstate.”)

Please don’t let it be this brave warrior.

From the very first season, we’ve had one character injured by a bomb, a few others risk their lives to protect the team, and some other very close near-death injuries (I’m trying to be vague here). There’s a very real understanding of danger on the show and a sense that time is running out – the Galra don’t care that 4/5 of the team just came out of a human high school. It’s only a matter of time until the Paladins luck runs out.

And besides the risk to the Paladins lives’, the problems they face as a team are hard-hitting. Whether it’s splitting the team up, mind control, alternate realities, family kidnapping, and enemies turning a new leaf, there’s a lot to work with here (I’m talking to you fanfic auteurs.) The show has a 72-episode commitment from Netflix, and is about halfway through.

With meaty plotlines and devastating consequences, there is a pleasant but real anxiety about what’s to come for the team.

*Yuri on Ice free skate program begins*

Team as Family

In GoLion we meet characters that love each other but we don’t get to see why they do. One of the strengths of VLD is how the writers bring the characters together from total strangers bound by an obligation to defend the universe against a blood-thirsty, planet-destroying conqueror. Who could say no, knowing that their loved ones are at risk?

But our team, Allura, Shiro, Keith, Hunk, Lance, Pidge, and kooky space advisor Coran, grow as individuals and as a group along the way. They make sacrifices to stay on the team, and take risks to get the slightest edge against the Galra. They mess with each other’s stuff, they goof off and make milkshakes, and freak out over the origin of milk together.

Characters bicker and tease each other, but they also happen to save each other’s lives. The writing team does a great job of imagining what it would be like to go from a NASA-type high school to fighting in an intergalatic war at a huge disadvantage.

The team isn’t perfect but they face challenges, work through problems, and open up to each other. Given that the production staff, writing team, and animation studio worked on beloved ensemble shows like Avatar: The Last Airbender and The Legend of Korra, it’s no surprise that the characters of Legendary Defender are a masterclass of authenticity, design, and development. And hugs.

Lance feels God in this flying alien warship tonight.

If I haven’t convinced you by know to give the new Voltron a try, then you must be a Power Rangers fan or something. But seriously if you are interested, carefully* head over to the DreamWorks YouTube channel to check out trailers, clips, and more. If you were somehow trapped in Jumani for a lifetime and don’t already have a Netflix subscription, get one quick! And if you’re already a fan, check out the season 6 trailer to get as pumped as I am for June 15th (if you weren’t already psyched by the Incredibles 2).

Come back next week and I’ll (spoiler: seasons 1-5) lay out all the different storylines that season 6 has to untangle!

*Disclaimer: In general, the comments of any official DreamWorks, Voltron, or Netflix social media post are filled with spoilers, shipping wars, and fan theories. I’d advise you to live a simple life and skip tumblr entirely. Enjoy!

I have no doubt that if you’ve seen Star Wars VIII: The Last Jedi, there is a sequence in the film that may have left you somewhat perplexed. If nothing else, I am sure that every now and then you’ve pondered as to the purpose of that sequence. For myself, I’d like to think that I grasped the significance of it, though I can understand why so many fans feel cheated by it. After all, the truth of Rey’s parentage is a hole which J.J. Abrams and Lawrence Kasdan, co-writers of Star Wars VII: The Force Awakens, left empty for writer and director Rian Johnson to fill. Still, that is not a subject which we will discuss today — at least not directly.

Today, we are going to take a look into Rey’s experience in the Cavern on Ahch-To. In doing so, I hope to provide you with the same understanding I had concerning Rey’s character progression in The Last Jedi by making parallels to moments in the Star Wars saga and other works of modern myth.

Rey’s experience inside of the Cavern of Ahch-To is one of the wildest and most confusing moments you could find in the Star Wars saga. To briefly recap, in pursuit of answers to discover her true identity, Rey is pulled into a cavern underneath the ancient Jedi Temple on Ahch-To. After climbing out of an underground lake, Rey finds herself in front of a rock-face mirror wherein which she is confronted by her fears of loneliness and self-worth. The longer she stares at the rock-face, the more her reflection seems to expand until Rey perceives herself to be inside of the mirror. Facing her infinite reflections in an endless void, Rey begins to beg for the Force to provide her with the answer she is looking for–the faces of her parents. Two silhouettes then appear in the mirror and begin to approach, but they eventually merge together to, once again, show Rey her own reflection upon the rock-face. Frightened and utterly shocked, Rey flees the cavern and returns to her hut where she comforts herself in detailing the experience to Kylo Ren.

THE CAVERN AND THE CAVE

Now, long time Star Wars fans will recognize that Rey’s experience inside of the Cavern acts as a direct callback to Luke Skywalker’s experience inside the Cave on Dagobah. It is one of the more obvious call backs to earlier moments in the Star Wars saga, with constants and variables between the both sequences. For starters, both the cave and cavern are noted as being nexus points for the Dark Side of the Force. In both cases, Luke and Rey encounter illusions created by the Force. Strangely enough, Master Yoda’s dialogue in Empire Strikes Back suggests that Luke’s experience was meant to test him, and, while Yoda notes Luke’s “failure in the cave”, I remained unable to understand what the test was until The Last Jedi. You see Rey’s experience, as Luke’s before her, was also a test–a test she too failed.

Author Note: The Cave of Evil, as it is now called, first appeared in Star Wars V: Empire Strikes Back (1980). The Cave makes another appearance in a 4-part story arc of the animated series Star Wars: The Clone Wars (2008), wherein which Master Yoda seeks to uncover lost secrets of the Force.

For Luke, the experience was a test of his spirit and resolve. In the cave, Luke engages in combat with an illusionary Darth Vader; when Luke manages to behead Vader, the decapitated mask breaks open to reveal Luke’s own head inside. So how does Luke fail, you may ask? Luke fails to recognize the illusionary Darth Vader as his own darkness, fails to recognize his own corruptibility, and acts completely out of fear and desperation. The illusion also foreshadows Luke’s upcoming confrontation with Darth Vader on Bespin where he will learn the hidden truth about himself–he is the son of Darth Vader, once Anakin Skywalker. Luke already knew Darth Vader to be a former student of Master Obi-Wan “Ben” Kenobi, who “betrayed and murdered [his] father” by turning to the Dark Side. So how then could Luke not recognize his own corruptibility? If someone as heroic and destined for greatness as Anakin Skywalker could be corrupted, couldn’t the same outcome happen to Luke? Overall, Luke’s failure, as Yoda will tell him, comes as much from his audaciousness, as it does from his inability to have faith in himself. Ironically, his later failures come about from his growing arrogance and hubris, believing himself to be this omnipotent hero, which results in Luke losing all faith in himself and the rest of the galaxy.

So after all this talk about Luke, how is Rey’s experience in the cavern a failure? Well to understand that we need to make a trip “across the pond” and put ourselves before the Mirror of Erised, as found in the Wizarding World of J.K. Rowling.

THE CAVERN AND THE MIRROR

The Mirror of Erised made its first and only appearance in Harry Potter and the Philosopher’s Stone. Coming from unknown origins, the mirror had the particular virtue of showing someone’s “deepest, most desperate desire” at the very moment. Harry Potter stumbles upon the Mirror during an evening excursion through Hogwarts castle while trying to avoid the school’s caretaker. As Harry walks up to the glass, two silhouettes begin to flank his reflection until they faces become clear. For the first time, Harry looks upon the faces of his parents Lily Evans and James Potter. Continuing to stare, more and more relatives of the Evans and Potter families appear behind Lily and James, utterly astonishing Harry. Over the next few nights, Harry continues to visit the Mirror of Erised, dwelling on his parents and relatives, until the night that Headmaster Albus Dumbledore visits. Worried over Harry’s growing obsession and constant vigils, Dumbledore warns Harry about the dangers of clinging to the past and urges him to move on with his life, accepting the losses he has experienced, but never losing sight of the present. With all said and done, Dumbledore announces that the Mirror will be moved to an undisclosed location so that it may no longer threaten the lives of his students.

Author Note: The inscription on the Mirror of Erised reads, “Erised stra ehru oyt ube cafru oyt on wohsi” which when read in reverse says, “I show not your face but your heart’s desire“.

From examining Harry’s experiences with the Mirror of Erised, one might be able to interpret Harry’s deepest desire as, not to see his parents, but in-fact to understand his place in the wizarding world–thus discovering his identity. In seeing the faces of his parents and grandparents, distant aunts and uncles, Harry comes to understand that he is just the latest member in a long line of Muggle (non-magical) and Wizarding families. Despite still being just a boy, Harry came to understand the knowledge and self-awareness granted to him by the Mirror of Erised. There was no misinterpreting what he was shown and he displayed no notion of doubt, confusion, or rejection. Harry understood–to as much of a degree as he was allowed, for Dumbledore had withheld the prophecy concerning him and the Dark Lord for nearly five more years–that his was an unfortunate life, but that he was so much more than the orphan boy who dwelt under the staircase.

So we now return to Rey’s failure. When she approaches the rock-face mirror she pleads with the Force to show her the face of her parents, which we have already understood, like with Harry Potter, is to be shown her identity. Yet the Force provides her with an answer, which is something different, something she did not expect, something either on account of desperation or fear she refused to accept. The Force shows Rey her own reflection. Thus, the point of the Cavern experience is to show Rey, or rather to allow her the opportunity to accept, that her parentage and heritage do not define her identity. Rey is not the daughter of Luke Skywalker nor the daughter of Han Solo. She is not the long-lost child of a Force practitioner or the forgotten child of a politician or clergyman. Rey is just Rey, and this is exactly what she needs to be; a strong, graceful, fierce, and independent woman. Storming out of the Cavern in confusion, however, Rey instantly rejects what the Force showed her and briefly succumbs to feelings of loneliness and abandonment.

THE DEPARTURE

Coincidentally, the visual language of The Last Jedi does something incredibly clever which could easily go unnoticed. The moment Rey is thrown into the Cavern lake her braids are unraveled, letting her hair fall down in a style which persists throughout the rest of the film. From a storytelling point of view, Rey’s change of hairstyle symbolizes a “coming-of-age” or “renewal” moment in her life. A similar change in Luke happens between Empire Strikes Back and Return of the Jedi, where he abandons bright, innocent colors to adorn an all-black Jedi outfit.

Author Note: In Japanese drama & storytelling, the cutting of one’s own hair symbolizes a life-altering moment in a character’s life, a growth in maturity, or the beginning of their new life.

Thus, Rey is forever changed by her experience in the Cavern and, although she may not have comprehended what she was shown, her actions throughout the rest of the film slowly begin to prove otherwise. While it is true that Rey seeks to aid Kylo Ren in order to restore the persona of Ben Solo, it may be argued that she is still a scared little looking for comfort. However, following an epic duel, when Kylo Ren attempts to play on her loneliness and low self-esteem to coerce her to join him, Rey finally overcomes her fears and opposes him.

The point is made even more apparent during the final moments of The Last Jedi. Before departing with the beaten remnants of the Resistance, Rey makes sure to sever the Force connection still maintained between her and Kylo Ren, showing that she no longer feels the need to identify herself with another. Immediately following, Rey introduces herself to ace Resistance pilot Poe Dameron who responses by saying, “I know.” For Rey, this simple response is proof that she has always existed as herself, that she is recognizable through her own reputation and accomplishments, and that she doesn’t need another to give her life purpose.

THE ENLIGHTENMENT

In writing the story for The Last Jedi, Rian Johnson wanted each individual character to face with what he considered to be their greatest obstacles and overcome them. Rey’s greatest obstacle was to confront the fact that was left alone in the universe, but understand that she is not alone and that, despite all the pains in her life thus far, she is someone–she is Rey. As Rey’s change in hairstyle symbolizes her “renewal”, we as the audience bear witness to Rey’s evolution from a frightened child to the admirable woman we’ve waited for her to become.

Star Wars VIII: The Last Jedi is full of amazing character development and ties the greater Star Wars saga. I hope that in reading this article you have been opened to a wider lens with which to watch this film and others. If you have other opinions and thoughts, please feel free to share them with me at any time. It would not surprise me if all of our understandings and opinions were to change when Star Wars IX inevitably releases in theaters. Until that time, I hope you’ve appreciated this short dive into comparative mythology and take time in the future to examine other aspects of storytelling for your own pleasure.

May the Force of others be with you.

]]>https://thelorenetwork.com/2018/04/28/know-thyself-understanding-the-cavern-sequence-of-the-last-jedi/feed/0357Path of Exile – The Story of Brutushttps://thelorenetwork.com/2018/04/27/path-of-exile-the-story-of-brutus/
https://thelorenetwork.com/2018/04/27/path-of-exile-the-story-of-brutus/#respondSat, 28 Apr 2018 01:00:06 +0000https://thelorenetwork.com/?p=361Continue reading Path of Exile – The Story of Brutus]]>Brutus is the first boss you encounter after reaching Lioneye’s Watch, all be it a side quest. After making your way down the coast and across the Mud Flats, you will find the Submerged Passage. After fighting your way through there, you find yourself fighting along “The Ledge”. At the end of The Ledge, you make your way in the lower dungeons of Axiom prison. Brutus was and for the most part, still is the warden of the prison. It is this prison that Tarkleigh would like for you to find a way around in the mission, “The Way Forward”. Not much is known of Brutus’, but there are bits and pieces spread through the items and dialogue of the game. So let’s see what we can find out about this monster of a man.

The Reign of Brutus

No one remembers exactly who built Axiom Prison was built, but we do know that it was built before the Vaal came to rule over Wraeclast. Throughout the ages, as the various tribes and clans came to power in Wraeclast, they have always locked their criminals deep within the walls of the prison. During the reign of the Eternal Empire, Brutus was it’s warden. While running the prison, no man escaped it’s walls and all men feared a term there. To say that Brutus ruled the prison with a mean streak is a vast over statement.

The Downfall

After guarding the prison for many years, Brutus began to become steadily more deranged and dangerous. He began to invite practitioners of dark, fel arts to The Prison to experiment on his captives, and eventually, in a desperate bid to extend his own waning life, he allowed them to experiment on him.

It was Shavronne of Umbra, student of Malachai, and her Necromancers that performed the rituals on Brutus. Shavronne actually convinced Brutus to have the rituals performed on him so that he may help guard the center of the Eternal Empire from the invading Karui, which had just taken over Lioneye’s Watch. Her plan proved pointless in two regards.

After days of filling the halls of The Prison with shrieking, during his transformation, he awoke to break free from his restraints and killed everyone in the room. Shavronne included. Upon getting word of the terrors that laid with The Prison, along with Shavronne’s death – the leader of the Karui could care less than the freedom of his people. High Templar Voll, on the other hand wanted Shavronne’s head. Since it had been taken already, he simply passed it by.

This article would not be possible with Path of Exile Gamepedia. Check them out whenever you want to learn anything related to the Path of Exile quickly.

]]>https://thelorenetwork.com/2018/04/27/path-of-exile-the-story-of-brutus/feed/0361Path of Exile – Where it all Beginshttps://thelorenetwork.com/2018/04/20/path-of-exile/
https://thelorenetwork.com/2018/04/20/path-of-exile/#respondSat, 21 Apr 2018 02:49:36 +0000https://thelorenetwork.com/?p=341Continue reading Path of Exile – Where it all Begins]]>Location – Lioneye’s Watch

The first location we step foot on, as an exile, is a very interesting place. One would wonder why it is here that we are destined to our exile. Others might dismiss it as a mear happen stance. I myself find it one of the the more interesting places we visit. In this article, we dive into the world that is Lioneye’s Watch. First of all, because it’s our exiles first encounters outside of Oriath. Another, is that it’s the one encounter that will change your exiles life forever.

Hillock – Enemy at the Gate

Hillock – After meeting the only lone survivor of the voyage to Wraeclast, we encounter Hillock as our first boss fight. Hillock was a person exiled to Wraeclast by High Templar Dominus for a long list of crimes, including murder, murder of children, extortion, armed larceny, rape and rape resulting in death. After his exile he remained outside of Lioneye’s Watch, attacking other exiles. He was born large. So large that he almost torn his mother in two during birth. In life, Hillock was not the same feral beast that we see ingame. He was quiet and content at working within the smith. He loved to drink though and one night, a stranger said just the right words that set Hillock off on a horrifying tear. Noone dare approach him, while he hid in the smithy. After this, Hillock was changed forever. Having now a taste for murder, he would end anyone that even thought of giving him a reason to. Then, late on night, a few of the strongest locals gathered together and attacked Hillock while he sleep. They shoved a great sword through his heart and slung him down the cliffs to the sea. For anyone else, this would be the end of them. But for Hillock, this was only his true beginning

Nessa – Upon entering Lioneye’s Watch for the first time, we talk to Nessa and she explains that she seeks a medicine chest that will help her tend to the wounded and sick there in the area. After speaking with Bestel, we learn that “There’s an island, a hop, skip, and a wade offshore of the Terraces. That’s where my Merry Gull ran aground.”. This is located within the Tidal Island. We must go there and bring it back to Nessa.

Unlike the majority of Wraeclast, Nessa is a shipwreck survivor, not a branded criminal – she lost her family in a wreck offshore and found herself stranded on the shores of Wraeclast.

If you grow found of Nessa, do not doubt yourself. You are in good company, as to many have fallen to her subtle nature. Soon you will find that in Act 6 you must rescue her from The Briny King himself. Only to find that you loose as well.

Bestel – Next, you meet the so called captain of the Merry Gull, Captain Bestel. He is one without a lick of poetry, but one with many drinks.

Tarkleigh – Finally, you meet Tarkleigh. The only man with any sense in this arena. He has taken it upon himself to be the de facto Father figure to each exile that enters Wraeclast through Lioneye’s Watch.

History

But there’s a whole lot more to what we call our first base of operations, Lioneye’s Watch. It was first founded by a general of the Eternal Empire, Marceus Lioneye. Marceus got his name, Lioneye, from the fact that he had a Virtue Gem placed in his left eye socket. General Marceus worked within the Eternal Empire in the slave trade of the Karui (Marauders in game) to the Oraith. And it was this race that defeated him during the Purity Rebellion. The Karui leader, Kaom, wore Marcus’s head as a trophy around his belt into many other battles.

Without this resource, this article would not be possible. Thank you so much!

Until next time, keep you arrows sharp, your sights clear and your code clean!

]]>https://thelorenetwork.com/2018/04/20/path-of-exile/feed/0341Path of Exile – What is an Exilehttps://thelorenetwork.com/2018/04/13/path-of-exile-what-is-an-exile/
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An Exile is as an Exile Does

The characters that we play in Path of Exile are known as Exiles. Most of the NPCs that we encounter refer to us as either “Exile” or whatever our class is, such as “Ranger” or “Witch”. Our character does not have a name, outside of the name that we assign ourselves when creating that character. We all know what the word means when someone is referred to as an “exile”. But what does this mean for our character? Why were we exiled and who exactly exiled us? And if we are the Exile, what is this “Path” that we are suppose to be on? These are the questions I would like to answer here, without going too far in depth on each individual character or action taken in history.

First, we should look into each class to see what we can discover about their history before we go head first into all exiles in general. We do learn a bit about each class when selecting a new exile to play at the beginning of the game. One thing new players may not know is that there are two different versions of their intros. These changes took place with the 3.0 update, so we shall look at the intros used in version 2.0 and 3.0 to gain what insight we can from each… With that said, I will summarize these. Each exile has their own unique story to tell and something that they are fighting for. Because of that, each exile deserves their own deep dive in their own due time.

Templar – As a Templar, he was once the Chosen of God. He built his life upon faith within the Order of the Templar and would have died for each of his Templar Brothers. But it seems that he killed someone that High Templar Dominus did not want dead yet.

Marauder – Born to honor his Ancestors, die with a weapon in his hand and the Karui Way in his blood. Yet for the past three years, this exile has been enslaved in Oriath. During his time, the Marauder pushed back with brutal definece. He is one of the few that welcomes his exile.

Witch – The witch has a fairly simple, yet interesting story. Many within Oriath seeked her dark insights and for this, her house was burned to the ground. In return, she killed many of Oriaths children.

Shadow – Hired to assassinate someone, which is what he does best. This time though, the only pay for a job well done was awaking on a strange ship to Wraeclast.

Ranger – A hunter and poacher by profession and loaner by lifestyle, she trapped animals on someone’s land where she was not welcome.

Duelist – A true man of honor and his word. He holds others to same regard. And when another questioned his honor, he met them with his sword.

Scion – The lovely Scion has the most interesting story of all! Born into a influential family of Oriath. From birth, she was molding into a princess that all would adore. On the night of her arranged marriage to another, she killed him in their bed.

Our characters all hail from the same island known as Oriath, which is currently ruled over by the High Templar Dominus. It is from here that we have been exiled to Wraeclast. We will discuss Oriath in much more detail later, but for now – just know that this is where we are from. In the not so distant past, there was another empire, to the west of Oriath – The Eternal Empire, who ruled over the lands of Wraeclast and was involved in a slave trade with Oriath. During this time, many citizens of the Eternal Empire made Oriath their home. The same goes for citizens of Oriath, who made Wraeclast their home. But not long after the great disaster, known as The Cataclysm, it was very hard to call anywhere home.

At some point after the events of the Cataclysm take place, Dominus along with his thaumaturgist Piety, begin studying the many documents and relics left behind by the Eternal Empire in Oriath. Soon after, they began traveling to Wraeclast to further their studies left behind by the Eternals. And it was at this point in time that Piety began the process of recreating the many horrific experiments performed by Malachi. To make sure that Piety had enough bodies for her experiments, Dominus begins sentencing criminals to exile on Wraeclast, instead of serving time in prison or even death. Dominus would go so far as exiling someone that he even thought would get in his way, which can clearlybe seen by the amount of bodies that are encountered upon entering the Specter of God.

Yes! This is the same Dominus and Piety that we battle in-game. So does this mean that this is our “path”? Is it that simple? No, it is not.

In the beginning of the story it seems that our path, or purpose if you will, is to find our way back home by way of seeking redemption in the unforgivable land of Wraeclast for our acts in Oriath. But our story is more than that. We start by helping the villagers of the first town that we reach, Lioneye’s Watch. Then we learn of Dominus and Piety themselves being in Wraeclast, so we hunt them down. From here, it becomes our mission to right a long standing wrong that goes back generations. It just so happens that undoing this wrong is going to take a lot of work and a lot of killing. Good thing we’re pretty good at that already.

]]>https://thelorenetwork.com/2018/04/13/path-of-exile-what-is-an-exile/feed/0329Welcome to The Elder Scrollshttps://thelorenetwork.com/2018/04/12/welcome-to-the-elder-scrolls/
https://thelorenetwork.com/2018/04/12/welcome-to-the-elder-scrolls/#respondThu, 12 Apr 2018 05:49:56 +0000https://thelorenetwork.com/?p=334Where it Began

Imagine for a moment; you and a companion are traversing a dark and damp tunnel system beneath decimated military fort. Every fourth step you take the ground shakes from the battle taking place on the surface. As the light from your torch begins to fade, you notice a dim light peeking through a crevice in the wall. Once you and your companion squeeze through the fracture in the cave wall, you are suddenly overcome with joy upon the realization that you made it out of the cave and away from the battle. You then take a large breath of relief and observe the beauty of the Skyrim countryside. Though immediately after you exhale, a large dark creature flies above you. The ground violently shakes with every slight motion of its massive wings. As the colossal dragon soars off into the distance, you quickly realize something greater than the relief of making it out of this encounter unscathed. You realize that the world in front of you is a living being that is bestowing you with a multitude of epic adventures to take part in as well as many mysteries to unravel.

It was upon my completion of The Elder Scrolls V: Skyrim’s prologue, that I truly fell in love with the vastness and complexity that the Elder Scrolls universe had to offer. For over two decades, Bethesda Game Studios has not only crafted one of the most beloved action role-playing game series to ever grace the genre, but it has also created one of the most fascinating and thought-provoking universes in all of video games.

Although Bethesda and other subsidiary studios have created ten standalone games within the franchise, the games have only taken place within a small portion of the overall timeline. This leaves many aspects of the lore and backstory of the universe unknown to the average player. Many of these unexplored events are explained through a variety of in-game sources such as NPC dialogue and collectible books.

Researching and describing details like origins of the planet Nirn, the provinces and races of Tamriel, the timeline of major events, the varying religions and interactions with the Gods of Tamriel, etc. can be a very daunting task for the most experienced lore-master. But it is the purpose of this article and future articles to help bring together information from all the games and create a concise story that anyone can understand and enjoy.

Welcome to Tamriel

On the planet Nirn, rests the continent Tamriel. It is the primary setting for all the Elder Scrolls games and is home to a number elven, human, and beast races. There are other continents on the planet but they are only mentioned in in-game sources. The continents of Aldmeris, Yokuda, and Atmora are the ancient homelands of the elven races (Altmer, Ayleid, Dwemer, Snow Elves/Falmer, Chimer/Dunmer, Orsimer/Orcs, and Bosmer), Redguards, and Nords respectively. The continent of Akavir is a mysterious land to the East of Tamriel and is home to a variety of races that have had several encounters with the people of Tamriel. The final and most puzzling of the major continents of Nirn is Lyg. Lyg is a land that existed during the Dawn Era but unfortunately very little is known about the continent and its current interactions with the rest of Nirn

At the time of the most recent events in The Elder Scrolls V: Skyrim, Tamriel is made up of nine provinces. These provinces include: High Rock, Skyrim, Morrowind, Hammerfell, Cyrodiil, Black Marsh, Summerset Isles, Valenwood, and Elsweyr. As of the events in Skyrim, there are ten playable races that make up the population of Tamriel. These races include the Bretons and Orsimer of High Rock, the Nords of Skyrim, the Dunmer of Morrowind, the Redguards of Hammerfell, the Imperials of Cyrodiil, the Argonians of Black Marsh, the Altmer of the Summerset Isles, and the Khajiit of Elsweyr. It’s important to note that each race and their culture has originated from their respective province but they can reside in any other provinces of Tamriel. The interactions among all the playable races, as well as other non-playable races, have had a significant impact on many pivotal events throughout their history. Several of these pivotal events have been so significant, that they marked the beginning of a new era in Tamrielic history.

The timeline of Tamriel is divided into periods of time known as Eras. There have been six distinct eras in the history of Tamriel: The Dawn Era, the Merethic Era, the First Era, the Second Era, the Third Era, and the Fourth Era. The beginning and ending of each era has been marked by major historical events. Aside from the Dawn Era and the beginning of the Merethic Era, these historical events are usually indicated by the rise and fall of dynasties that ruled over Tamriel. For example, the Third Era began when Tiber Septim was proclaimed emperor and it ended with the conclusion of the Oblivion Crisis and the death of the last heir to the Septim Dynasty, Martin Septim. These periods of time are marred with many instances of violence between the people of Tamriel. Of the many factors that have driven these conflicts, the influence of the Tamrielic deities and religions is an important one.

Much like real life societies, religion also plays a critical role in Tamrielic society. Tamrielic religions vary widely across the continent and these variances largely depend on the culture of the different races. The one commonality among all the religions, is that they are polytheistic. Regardless of an individual’s religious preference, all races of Tamriel believe in entities known as the Aedra and Daedra. It is believed that the Aedra and Daedra are the descendants of the two cosmic forces that created the universe, Anu and Padomay. The Aedra are the gods that gave up their divinity to create the mortal realm of Mundus, while the Daedra are the gods that refused to give up their divinity. The Daedric Princes are the most powerful of the Daedra and they primarily reside in their own realms of Oblivion. They often interact with and manipulate the lives of mortals for their own personal gain. The worship and the interpretation of both the Aedra and Daedra largely depends on the culture of each race. For example, the Altmer worship a number Aedric deities and the Dunmer worship the Daedric Princes Azura, Mephala, and Boethia. Both sets of deities play important roles in the overall history of Tamriel and future articles will expand on their exploits within the lore.

The history of Tamriel and the whole Elder Scrolls universe is immeasurably complex. The origins of the many races and cultures of Nirn, the various instances of conflict and peace between those cultures, and the roles of the many Tamrielic deities are all qualities that have come to create this extensive universe. It is the complexity that makes exploring the lore a satisfying and worthwhile endeavor. Thus, the mission of future articles will be to shed light on the many stories and mysteries this incredible franchise.